I’m back, after the technical service has changed my router at last.
First of all, let me apologize if my tome was a little harsh last posts, but I wanted to make my complains before the resolution keep going and it was more difficult to fix things (as I still fully believe they must), and that meant I didn’t expect to calm myself down, something I usually try to avoid.
Now that I’ve calmed down, time to explain myself:
I don’t complain about the turn being resolved according 12.10, as I agree we must move on. You say we already in this turn for 4 months, and to this you should add the time the game was on stand-by, making it more than 2 years now. I can even accept the error in seeing the forces Saudi Arabia sent (while this would have needed to be fixed, as they were over half the ground forces, and precisely those already in position)
What I did complain is not having told about it and allowed to calculate things accordingly, assuming that the same forces would have been used in both kinds of war.
Things vary a lot from one kind of war to the other, and forces adequate to regular war are not for quick war, as in the first case it pays to send only your best forces, while in the second case low quality forces count the same than elite ones (for the same country).
Examples of the effects:
- While each veteran air squadron was worth 267 CP and a green tank brigade 148 CP with the combat rules used, with 12.10 they are worth 59 and 99 respectively, a loss of about 33% of force for the tanks and 78% for the air unit (and that’s not counting 12.9 effect in the latter case). Net effect is that combat power for units sent (as orders were given,so counting forgotten units)) changed from 1958 CPs from air units and 1334 from ground units to a total 12.10 CP of 1423 (about 57% of reduction in combat power).
- OTOH, for ISIS, a reserve infantry brigade that was worth 6 CP, is now worth 14 (and again, 12.9 does not affect it), while its reserve tank brigade was worth 28 CP and is now worth 68. It’s true that its green units are also reduced to about 50% their strength, there are few of them, and when 12.9 is not applied in the air phase, this is more than overcome. Its net effect is raising ISIS combat power from about 550 to about 700 (about 27% increase in CP, aside of voiding 12.9).
Examples of decisions taken assuming combat would be with the rules used to then:
- I decided not to send the NG (reserve) mech forces because they were not needed and they only added 18 CP per brigade (3*7.7^2*0.1), while a regular forces (green) mech unit added 89 (3*7.7^2*0.5), and the NG units would be lost for good if damaged, while the regulars damaged to reserve. With 12.10, each mech unit (regardless of the individual quality) adds 59 CP. Same with the green air units, as they were not needed (they could have helped in the air strike against H19, but were out of range) and would only had raised casualties.
- Likewise, I didn’t send the armor brigades in the southern border because, as rules stood, there were enough forces for the land offensive, after air units softened the enemy.
- After agreeing with the Kurds and Iraqis to fight together (while probably not with all their forces), I asked them to keep defensive positions, as forces seemed adequate and this would only had raised losses, should there be any.
With 12.10, all of this is void. Even so, the forces sent would have been a 2:1 (should some of them have not been forgotten), but as I don’t like to attack with less than 3:1, all armor and most NG mech would have been sent, as would green air units (both, MR and support). That would have given me nearly 2300 CP (over the 3:1 looked for), and with addition of Iraqi and Kurd forces (they have, for 12.10 numbers, over 1600 and 450 CP respectively), even in only a 25% of them participated, that would have reached a 4:1 , if more were sent, a 5:1 could not be ruled out. So, even with the roll of 2, result would have been 20/60 or 20/80 (reduced to 20/60 because 12.10 limitation). Even should I go alone (neither Iraqi nor Kurd support), with a 3:1 it would have meant a 20/20. So, even with this 2 in the roll, the attack would not have sucked for me.
And, as I am already complaining, the other thing I complain (in more general terms) is that this turn is becoming too much a mess, with things happening far quicker than we’re allowed to react. Within the time ISIS has raised a whole army comparable in size to the German Herr (Landwehr included), we cannot raise a single unit.
Things became hotter when we have been told to use our reaction PAs. So we had none left, and out only possibilities were to resort to direct military action or to indebt ourselves (at 100% interest to be paid next turn) and jeopardize next turn actions. I know events may develop quite fast, but also the governments (even the EU, known for its slow pace) react, not waiting for the “next turn” to do so. If we are so limited and slowed, so must be the events or the game becomes a true mess where we can do little more than watching and sending troops, and any political action to avoid war will jeopardize next budget and take the game to a stand still were the players just react to events.
This message was last edited by the player at 18:36, Mon 01 June 2015.